Absolutely fantastic product. It's gorgeous, easy to use and gives you a book-quality planetary map with data for any campaign. This product works with any sci-fi RPG, really, so I recommend it to everyone.

I love the idea of this, and it seems like a great execution *EXCEPT* I happen to run Linux and I have not been able to find a single tool pdf tool that will let me use this product as described. So far, I've tried a dozen, with results ranging from showing every single layer, to showing just the first layer, to not showing any layers at all.

From what I can tell, if you live in the Microsoft world, this would be a great little item. I live in hope that Linux will catch up soon.

This product is incredible! I run a space game and I always looking for resources. I have see a few good products from this company so I watch for them, and this is a great one. it has a beautifully illustrated page with a earthlike planet on a blue nebula background, plus a blank data-file area to track important info about the planet for the campaign. Simple enough.... EXCEPT you can change every aspect of the planet, there are dozen different planets, plus moons, about ten different nebula backgrounds, computer overlay images like beacons and scanner designs. enough to make every world in your game look different enough that your players will have instant visual identification and recollection when you pull out that sheet. The only downside that I see is it may be a little ink heavy on the printer, but for quality handouts like this, it's worth it.
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This is really rather fun to play with: and worth considering whatever star-faring SF game you play.

What you get is a VERY customisable 'log sheet' for the planets you create and visit in your game. It is mostly eye-candy, but the sort of eye-candy that helps your game come to life, helps the shared belief in your alternate reality that you seek to create around your game table.

By cunning use of the 'layers' options within PDF technology, you get to customise the display of a main world and up to five moons. You can also tweak the background. Then there is space to type in planetary details, or you can print out the sheet and write on it instead.

It comes with a fairly straightforward instruction sheet. The one thing they've omitted is to remind you to save each planet you create as a separate PDF (just use 'save as' and give the file a new name) or you will end up overwriting one design with another! They also make casual mention of saving a PDF without the extra layers, to make one that opens quicker (especially on mobile devices) but don't say how you do that.

It's really fun and I must close my copy now or no more reviews will get written today!

If you enjoy beautifully-detailed technical plans and battlemaps of all manner of spacecraft to enhance your space gaming, this is a real treat!

To start with, there is a delightful 'scout ship' design called the Firelight. The detail is amazing, you can just about hear the hum of the drives and see the medical equipment at work... as well as the large-scale battlemap version spread over several pages, there's a one-page overview, a sheet with all the stats, and a rather nice 'scan' in green...

Then several other smaller (mostly singleship) vessels get the same treatment. Some are designed for combat, others could be one-man scout or courier vessels.

Just looking at them starts spawning adventures that take your ship beyond being a means from getting from A to B (or a mere fighting vehicle) to becoming an integral part of the plot, part of the stories you will tell in your science fiction alternate reality.

A real treat, and a fine addition to the diversity of craft plying the space lanes in your universe, whether you play High Space with the Savage Worlds ruleset or any other far future game.

What we have here is a nice little kick off point for a series of adventures. Basically, this starts right after the game masters says "Your characters are sitting in a bar on a space station, and can look around. What do you do?". Several storylines exist here, with plenty of opportunity for the players to explore and interact, as well as get into some trouble or save the day. I like it, having picked it up to assist me with a game in a different system. (I'll be honest, I don't have the core rules or familiarity with the system for which this is meant. But I will be looking into them.)

Strengths - Well laid out and containing several potential plot lines for a decent gaming session or two. Plenty of interlocking, and plenty of hints dropped in place for the players. And included are maps and diagrams of very nice quality, far above the usual black and white drawings on graph paper. The art work is well done.

Weaknesses - Little background on the setting. While some bits are well explained, I would have loved for more information on the Remnant, as well as something more on the history of the station. And, since I'm not familiar with the game rules, the ship diagrams were a tad confusing to me, and likely to others trying to look through this.

Opportunities - As noted - a bit more background. While characters presented are well fleshed out and have their plots and secrets, the overall station scenario is confusing. (Imagine trying to watch Babylon 5 or Deep Space 9, starting halfway into the series, without the history of the stations or the characters...) A good game master could take some time and expand upon not only the history, but other scenarios in this locale.

Threats - This is actually well laid out enough that it can be easily lifted from this game system, and set into another with relatively little effort. I myself was looking for something to use in resurrecting an old Star Frontiers game, and this could very easily work in that regard. Many other systems could seize on this.

Overall - A wonderful module that can serve as either the kick off point for a campaign, or a one shot adventure. The station, as described, could be expanded and serve as a home base for characters. I was delighted to find it, and I will be looking for more products of this caliber.

This product is amazing! I don't even play Savage Worlds, I haven't even read the rules, but I can use 90% of this material in almost all of my space games (Star Wars Saga, d20 future, Mechanoid Invasion, Rifts: Phase World, Gurps Space, Star Trek TNG, Farscape d20, Alternity, Star Frontiers, Babylon 5, and a few others). Thank you for this Awesome product. I will be keeping an eye on this company!!

Nice rules, nice setting - overall, an interesting option to traditional space opera. I specially enjoyed the acquisition system and the background concepts and how everything made character creation fast and easy. Just got into the Savage Worlds wagon and you can be sure that I am going to buy more stuff from this line.

What you see is what you get: lots of starship counters and a multi-page hex map. Great to try out many starship battle games. Note that the counters show only the starship silhouettes. Although they look good and are varied, some might be put off by this.

StoryWeaver sets a high standard for small press RPG production. Their PDFs are easy to read, the art is great and they just look great. "Destiny's Children" comes in black and white with a colour cover. There's a few full page images in the book but if you cut them out, you could print "Destiny's Children" without chewing through too much ink.

"Destiny's Children" brings the players to the table as a group of marines responding to a distress signal from a research space station hiding in orbit around an uninhabited planet. But not all is as it seems as and as the frightening mystery unfolds, the danger increases and terror ensues.

In addition to the module book, "Near Death Experience 01: Destiny's Children" also comes with two editable PDFs with a table for tracking the PCs and NPCs – there's space for their location, dice, status and extra notes. The module has a pretty big cast so this is a great tool. There's also a high resolution map of the space station designed for use with a tablet computer (such as an iPad) for players to examine and zoom in on. A nice touch for the sci-fi setting but not much good without a tablet. This same map is in both the book and separate so the GM and players can have one on hand.

The last bonus goody to come with "Destiny's Children" is three different versions of the "distress signal" that begins the game – one in English, one in Chinese and one mixed language version. There's also a "distress beacon" sound effect you can use to prempt the audio log. Finally – and best of all – some more ambient music. The music tracks are made specifically for use in different parts of this module but I'm sure you can find some other uses for them. The track "Grim Space" in particular suits any Rapture game.

I have to give StoryWeaver a lot of credit for making a module that is more than just a script. It's a game in a can with everything you need to run a great game... Well, almost.

Okay, let's get to the meat of the matter. What about the actual game? What about the module itself? Well, sadly, that's probably the weakest part of the whole package. I'm reminded of the first pages of the "Rapture" core book where the writers state:
"If you've never played an RPG before, this isn't the place to start." and while I disagreed then, "Destiny's Children" isn't exactly user friendly.

Instead of going scene by scene, the "Destiny's Children" book gives you a "How to Use This Book" page, followed by an outline of the story taking place in the module and on the hidden space station. There's a cast of important NPCs and then the bulk of the book is locations and what can happen there as the players progress. The final pages are taken up by some optional hand-outs that include diary's, official memos and scientific reports. The intent is to create a sandbox setting for the players to discover by their own means and methods. Which sounds great in theory but the book also seems to assume a particular course for the players to take and details are written to unfold in that order. The design of the module is, as such, self-contradicting and I'm sorry to say that the group I ran "Destiny's Children" for almost broke the module.

My key point here is that the module isn't user friendly. It doesn't give you enough to open the book and run right off the page. I didn't print the material out, but I did want to use the optional material in the book. This meant deciding for myself where it was the most useful and made the most sense to put it, then jumping to the back pages to read it out, then jumping back to the location the players were in, then jumping to the cast list for details on antagonists they fought following their discovery, then jumping back to the location the players were in, then jumping to the next location they decided to go to. The process was, in the end, time consuming.

Now in defence of StoryWeaver and "Destiny's Children" I didn't do much preparation before running the module. The material in the book, the story, the horror are all wonderful but this is by no means a "pick-up-and-play" module or even a "skim half an hour before the game" module. This is really a tool box for preparing a game yourself and that's not how a module is supposed to work. I shouldn't have to write a pre-written game in order to run it.

I have no doubt that if I'd take then time to prepare more for running the "Destiny's Children" module, it would have been a lot easier. But in that time, I could have prepare my own game for the evening. My group agreed unanimously that once I stopped trying to play "by-the-book" and improvised with the material, the game got scarier, faster and better.

So to wrap it up, "Destiny's Children" is good. I would play it again, no questions. Everybody at the table enjoyed it and 3/4 of the players had never played "Rapture" before. If you need a game to run for a group new to "Rapture", then this is as good a place as any to begin. I think the plot and location really define how "Rapture" is meant to be. But just be aware that you're going to need to put in some time to get the game ready for play because this is a game-in-a-can with some assembly required.

This was a good, solid attempt to make a sci-fi space-opera game for Savage Worlds, but it's not without some flaws.

The good stuff: I liked the alien race generation rules, and I rather thought the Fleet book was innovative. Making spaceships into characters is very intriguing, and I may implement a lot of it in my games. It utilizes making cybernetics as Edges rather than as Gear; not that I'm partial to that, but I thought it was a good application of this approach from the Sci-Fi Gear Toolkit by Paul Wade-Williams. Adding Culture to character creation is a good approach as well if only to differentiate human characters a bit more, and I liked the addition of the Equilibrium Rules (a sort of Culture Shock mechanic to assess how well your character deals with the strange and new phenomena)

The not-so-good: The more you read, the more questions come up that I think needed to be answered. Examples, for instance, of various spacecraft would've been handy, to give me a reference on how many Edges should I take for various items on a ship. Such as, it lists Lifepods as an Edge, but if by taking this Edge once, does that mean I have escape pods for everyone, or do I need to take that multiple times. An example of ship development would've been nice, and something more for robotic characters would've sent this game into the five star margin.

On a side note, I'm not a fan of the concept of Post-Scarcity, but I don't apply this as a flaw to High Space. It does, however, turn me off from The Lantern setting, but I thought I'd disclose my own personal misgiving in this regard. However, I did like the simple Acquisition system.

Overall, I think it's a good sci-fi approach to Savage Worlds, and worth getting to enhance your own Savage Worlds game.

I haven't used this yet but it appears to be fun. I would have liked a character sheet with the download and it seems to need the Savage Worlds core book but what can you expect for this price? A great extension to the original.

'Soundscapes Set 1' is the kind of supplement you can only produce for a digital age game and is only ever produced by forward thinking game designers. 'Soundscapes Set 1' comes with four audio files, each between five and eight minutes long. The pack also comes with a .PDF that describes the audio files and suggests when you might use them. The .PDF part is really useful and a good quick reference but let's be honest, everybody wants to know how the music is. Gamers have known for years how important music can be but it's so rare to find music that has been specifically written for the game you are playing. Storyweaver has seen the possibilities of modern gaming and used them to meet the desires of the gaming community and that is just all kinds of awesome.

The ambient music files themselves range from low, eerie, repetitive sounds designed to give you the creeps to musical tracks meant to give a feeling of the vast, emptiness of space. And as far as it goes for ambient music, they do a really good job. The second track in particular, 'Atmospheric Depression' has this really tense, foreboding sound like you're alone in some industrial horror, derelict space ship and any moment a monster might leap out at you and all hell will break loose. And that is exactly what a game of Rapture is like so I guess you can call it perfectly suited.

The one track that doesn't work as well is the final track, 'Lab Time'. This one isn't bad, it just seems to have a more narrow usage than the others. 'Soundscapes 1' is a really good intro pack into the Rapture Soundscapes series and the first three tracks feel like they could be used in just about every game for a different kind of scenebut 'Lab Time' doesn't feel like it offers much on the whole. It's similar to 'Atmospheric Depression' but has a more frantic feel. I guess it's something between the tense isolation of 'Atmospheric Depression' and the in your face horror of an action scene but the change from those two moments is so fast, I don't think it needs its own ambience.

But don't let that deter you. 'Soundscapes Set 1: Void Souls' is a fantastic bundle. The audio quality is out standing and I guarantee that your Rapture game will have a place for these files. Three excellent pieces and one pretty good piece is the kind of ratio I usually only expect in a package of cup cakes and I'll be getting far more use out of 'Soundscapes Set 1'.

Character creation for 'Rapture: The End of Days' is, by necessity, quick. The one part that slows things down a little and requires the most on-the-fly creativity for characters are a set of goals you have to give your character. These goals are divided into Personal, Redemption, Factional and Political. For new players especially, it can be hard to think of these goals. I guess the guys at StoryWeaver noticed this because they came up with an answer: '200 Character Goals'.

Talk about a name that speaks for itself.

The goals in the '200 Character Goals' supplement are divided into fifty personal goals, fifty redemption goals, fifty factional goals with three to five goals per faction and fifty political goals similarly divided between the eighteen political alliances you can have. The book is a black and white .PDF and much like the 'Player's guide', it's designed to not just look good but be printer friendly.

This is a supplement that really speaks for itself and it's so simple but it can so easily become a necessary part of your Rapture gaming. Character creation needs to be quick and if you're struggling to think as quick as you need to in the middle of the game, this book has got you covered. In addition to speeding up character creation, '200 Character Goals' is also a source of insight into the different philosophical and political factions that dominate the 'Rapture' universe. How do these factions motivate people? What do these factions demand of their citizens or employees? '200 Character Goals' has a practical answer to these questions.

I think the best thing I can say about '200 Character Goals' is that it is everything a supplement should be. Even though it's small and it isn't a necessary purchase, it's still been created with the kind of quality you expect from StoryWeaver. It recognises a potential weak point in the Rapture's game play and addresses it efficiently and quietly. Not everybody will need this book but it's great for players new to Rapture and I fully recommend it.

Had high hopes, but this fell short of the mark. Added new rules that detract from the FFF! of Savage Worlds. eight to ten pages are rehash of the core Savage World rules. Layout is inconsistent, with rules being introduced in a section, but not detailed until later on, which leads to some confusion. The author attempted to add artificial constraints to somethings, like forcing skill specialization in some skills (piloting), but not others (fighting, shooting). Edges have additional cost requirements, which don't make sense, such as Hacker which gives you a -1 charisma penalty if you take it. The Equilibrium attribute is unnecessary and could have been easily dropped and handled by Spirit rolls if necessary--plus its harsh if you fail the roll (shaken and -2 to all rolls for the encounter).

After getting through the Analects, just didn't have motivation to tackle the Fleet Manual. Fingers crossed it's better.

As for the layout, its full color which is nice, but there is no option for a printer friendly version. The artwork is nice but there is too much.

Only cost me the price of a cup of coffee, so could have been worse. Also, this is the "Beta" version, so here is hoping that the final version is cleaned up and better.